Mercenaries were added with the Seeds of Destruction expansion in October 2008. They are player-controlled NPCs which act as group members. Specific statistics can be seen at Mercenary Statistics page.
|Seeds of Destruction|
|The Seeds of Destruction expansion is required to access this content.|
Live: October 21, 2008
Mercenary Liaisons can be found in all starting cities and will allow you to hire mercenaries based on their race. The Liaisons within the Plane of Knowledge and Oceangreen Village will allow you to hire mercenaries of any player race. These merchants can be found using the Find ability.
Before purchasing a mercenary be sure to read the descriptions, cost value, and restrictions. There are different levels and tiers available. Some mercenaries may not available until you have completed certain content but there are some apprentice and journeyman ones available to all.
There are four classes of Mercenaries available - Tank, Healer, Melee DPS and Caster DPS.
Healer Mercenary: Healer mercenaries prefer to heal their owner and others in the group rather than engage directly in combat. These mercenaries can also resurrect players upon death.
Tank Mercenary: Tank mercenaries prefer to melee. They will taunt if it is set to the main tank role, though it will still attack and behave as a secondary tank if it is not set as main tank.
DPS Mercenaries: DPS mercenaries lend good DPS to a group or a solo player encounter. Currently there is a Melee DPS and a Caster DPS.
Mercenaries can be suspended like a pet. There are some zones that will automatically suspend your mercenaries upon entering the zone. Mercenaries cannot be used on raids.
There are currently four classes of mercenaries: Healer, Tank, Melee DPS and Caster DPS. The Healer and Tank mercenaries are similar to the Cleric and Warrior classes, the two most needed classes in the game. The DPS classes available are similar to the Rogue and Wizard classes.
The Healer and Tank classes having been seen to be viable alternatives to grouping (as opposed to being preferred over grouping), the DPS class has now been added to the original two. Between them these provide viable alternatives to grouping (please see bottom of this page to see added DPS mercenary details).
This will allow any two classes to get together, and instantly have a group with a viable tank and healer, or a Melee to hire a healer to "Solo" or a healer to hire a tank, again to "solo", etc. Alternatively, the DPS class can be used to flesh out a duo or group for faster kills.
There is a platinum cost associated with purchasing a mercenary. There is also a smaller recurring charge associated with upkeep (charged every 15 minutes). You can see the costs before hiring them. The amount you'll pay should be recoverable through normal experiencing and vendor-loot drops. Your merc will start costing you 2g every 15 minutes at level 14.
Mercenaries level up as you do. As you both increase in levels your recurring cost will adjust to the new levels.
Efficiency: I never had any merc run away afraid. Granted all three of my mercs were all Apprentice 5, which was plenty efficient for me since I take care to be careful anyway. My (now) level 47 trio of warrior/shaman/necro have had a total of one death (shaman) between them. The mercs take care of you if you watch the healer mana bar and dont over pull. Us six often had two yellow mobs, a white mob and a blue mob all at the same time and handled them all with just slows and cripples for mitigation.
Mercenaries can be hired from various Guardians in the Plane of Knowledge as well as from NPCs in starting cities. You can use the find command (CTRL + F) to locate such vendors.
Special mercenaries are unlocked via other means, usually involving an expenditure of real money.
Bayle Marks are purchasable via the Sony Marketplace and will pay for 15 minutes of upkeep on a merc.
Also purchaseable in the Marketplace is the Potion of Mercenary Amnesia which will allow you to change your merc's name to one of your own choosing.
Your Mercenary can come in three skill levels, and of those three levels, they are further subdivided into 5 tiers.
Free2Play accounts can only have Apprentice mercs, and then only up to Tier 2.
Refer to progression through Seeds of Destruction.
I.e., if you complete only the Rathe theme you will have Journeyman rk 5 available for purchase, but not rk 2, 3 or 4.
With the release of the Call of the Forsaken expansion, the following benefits were added to mercenaries:
You can boost your mercenaries' strength and overall usefulness in the form of gear (four slots: primary, secondary, head, and chest) and passive AAs. For a look at the mercenary AA window, click here.
Mercenaries will gain AA experience with you (you'll have to have them spawned in order for them to gain experience), and gear can be purchased from Mercenary Morloro (map) in the northwestern Qeynosian camp of the Ethernere Tainted West Karana. This gear is sold for Marks of Valor, which is rewarded from doing Heroic Adventures.
Mercenary gear can also drop from named creatures.
How much time until you have to pay the Merc's Upkeep. Usually a small sum of plat.
You can only have a single mercenary active at a time. If you wish to switch to a different mercenary, you will need to dismiss your mercenary and go to a liaison to hire another one. This step can be bypassed by buying additional mercenary slots with Station Cash. You can buy up to five additional mercenary slots.
Healers are very similar to Clerics, in that they cast a lot of the same buffs and spells. They are not as good as a real PC as the AI is not as skillful as a person has the potential of being. That being said, they are better than not having a healer in general.
A healer will buff your group, keep the group healed as needed, primarily focusing on their owner and then the MA.
The healer merc has no 'don't heal the necro' button either. He was continually doing celestial heal on the necro right before I was about to nuke tap and DOT tap health from the mobs.
The healer merc does a good job of healing whomever is most wounded (amongst non-owner group members including pets and other mercs.)
Important: Your healer merc will decide what to do without you telling him. My healer merc knew when mobs arrived with buffs on and he was the one that dispelled the mob buffs!!!! In addition to that, he started blasting away with Condemnation-whatever if no one needed healing. He swithches on his own between 'Balanced', and 'Passive'. Meaning you can manually put him to passive if you want him to just sit there, but he sits and meds when he needs to and always stands during a fight.
So if you want him to be at full mana for a big fight, you need to sit quietly in a corner and let him finish buffing and everything before you pull.
Tanks are similar to Warriors, in that they use a lot of the same Disc's. As with the Cleric, they are never as good as a real player, however, they are much better than a silk class tanking.
You can assign your Mercenary Tank the "Role" of "Main Tank", however, you cannot make them the "Main Assist".
They will try to keep Aggro if designated the Main Tank of the group, and they seem to be able to use their discs to the groups advantage.
If another group member is assigned Main Tank, the mercenary tank will try to keep just under the MT on the hate list.
Tip: you can "control" the tank and tell it what mob to focus on by setting it as main tank, and setting yourself as main assist. It will attack anything you target, and gain agro on that mob. This is good for situations where the healer or dps has taken agro and the tank is not intercepting fast enough.
 Example: When I pulled a mob with my toon, the tank mercs ran out to greet the mob before it arrived at the group. They don't wait until the mob arrives or even enters melee range of the group. I would even pull with a bow from 250 range and run the opposite direction and the tank mercs, (not hired by me,) would still race out to greet the incoming mob when it arrived in the mercs own assist range of about 75 or so.
I had to pull a mob from behind us while the tank mercs were busy to our front in order for the mob to arrive at the group location. In this case the tank mercs would race back to the group to taunt the new mob off of a group member, and bring their mob with them in tow. In this case, if both mercs were fighting a single pull, they would not leave their mob until the new incomming mob was in about 50 range or so.
For testing, I stood in the middle of a roamer-zone in Kunark and bow-pulled mobs clockwise from around our tight group of 3+3. First mob aggroed and arrived within 75 range and both mercs took off out to get it. While both were engaged, I bow-shot the next mob 45 degrees off to the right. As that 2nd mob started arriving to our group, it was greeted by one of the tank mercs while 100 range out. This is because mercs engage aggro'd mobs according to range from the merc and not range from the puller. Now the one merc who grabbed aggro on the 2nd pull turned around and raced back to the first merc on the first mob. Now both mercs were on the first mob and the 2nd mob was beating on the tagger.
Then I pulled another mob from 90 degrees off to the right. As the 3rd mob started arriving, one of the mercs ran over to tag it and pull it back to finish off mob#1. So now both mercs had 3 mobs aggroed and they all were far out to our right front. SO, I pulled another mob from exactly behind us. It arrived at the group and I proceeded to get aggro with all three of us. Then the two mercs brought their three mobs all down off the hillside and both of them came back to fight for aggro on the 4th mob.
I did this intentionally, because I wanted everyone and everything back at our base. Had I not got melee aggro with both the necro and the shaman, then one of their mercs might have stayed on the hill and not come back. Since tank mercs go all out to protect their owners, I knew both would come back.
You will need to carefully consider this when fighting indoors because they will race through doors and over walls go get at any mob aggroing the group, ESPECIALLY if the mob has targeted their owner.
I left no-one as designated main-tank since my group was warrior/shaman/necro with mercs of cleric/tank/tank. This meant that both of the the two tank mercs were fighting for control over every mob and neither was worried about getting over-aggro. They both engaged every mob, (unless I had pulled 6 hehe,) and continually kept trying to taunt every mob off of their owner first, their owner's pet next, and then other group members next, and then member pets last. The necro's own tank merc seemed to be the one to save the necro pet the most often.
If your puller has a tank merc, then the puller will have to switch the merc to 'Passive' every pull. Then switch back to 'Aggressive' when back at the camp. Otherwise the merc will follow the puller out to the pull area and start engaging any mob with aggro OUT THERE.
(Melee, Rogue-type) These are very similar to Rogues, in that they employ some of the same tactics and abilities. Once again they are not as good as a real PC as the AI is not as skillful as a person has the potential of being. That being said, they do a decent amount of damage, and will position themselves opposite to the designated main tank (if you designate one) so that they do maximum damage from behind the mob. They also appear to keep at maximum melee distance and I haven't seen mine take agro from the Main Tank.
A DPS (Rogue) type Mercenary will add an aura to your group to improve accuracy and will prime their weapon with poison. They also /hide between pulls (which is largely irrelevant and just for "flavor" as Mercenaries are non-agro anyway.
The Caster DPS mercenary is similar to the wizard class. It has some very powerful damage spells, including area of effect (AOE) spells if set to the appropriate stance. Because of the high amount of damage they can deal you need to be careful that they don't pull "agro" from your tank because like a real wizard they are relatively fragile and won't take a lot of damage before they die.
The following hotkeys can be used to direct your mercenary:
In the Plane of Knowledge, there are mercenary liaisons for all of the player races within EverQuest. In some cases, where a race cannot be a particular class, these liaisons offer a mercenary of a different race for that class. All mercenaries function the same, regardless of race.
|Dark Elf||Dark Elf||Dark Elf||Dark Elf||Dark Elf|
|High Elf||-||High Elf||Brownie||High Elf|
|Vah Shir||Vah Shir||-||Vah Shir||Fungus Man|
|Wood Elf||Wood Elf||-||Wood Elf||Orc|
Certain special events, beta tests, claims, Legends of Norrath cards, and marketplace items give access to other types of mercenaries.
|Alaran||a reward for buying the Rain of Fear expansion, activated by claiming the Contract of the Apparitional Alaran, can be claimed 999 times, redeemable from Hadya Ware in the Plane of Knowledge|
|Amygdalan||a reward from a Legends of Norrath loot card from the Legacies deck, activated by a Terrifying Contract|
|Arc Worker||obtained by ordering The Darkened Sea Collector's Edition expansion, activated with a Contract of the Arc Worker, can be claimed 999 times|
|Aviak||a reward for participation in a Frostfell seasonal event, activated by a Contract of the Winter Aviak, redeemable from Hadya Ware|
|Banshee||was obtained by pre-ordering the House of Thule expansion (regular edition), activated by a Wailing Contract, redeemable from Hadya Ware|
|Bazu||was obtained by pre-ordering the House of Thule Collector's Edition expansion, activated with a Discordant Contract, redeemable from Hadya Ware|
|Bellikos||a reward for the Underfoot Beta, activated with a Writ of the Bellikos, redeemable from Hadya Ware|
|Bixie||obtained by ordering the Call of the Forsaken Collector's Edition expansion, activated with a Contract of the Bixie, can be claimed 999 times|
|Bloodbone (red skeleton)||obtained by claiming the Mercenary Contract on a Gold or Silver account, F2P accounts merely get a human merc, redeemable from Hadya Ware, can only be claimed once,|
|Blue Pirate||dark elf, a reward from a Legends of Norrath loot card, activated with a Contract of the Blue Pirate, redeemable from Hadya Ware|
|Blue Skeleton||Obtained from collecting specific Legends of Norrath loot cards, turned in to the Frozen Skeleton of the Cursed in the Plane of Knowledge|
|Clockwork||available through /claim, up to 999 times, listed as a Mechmatic Blueprint, redeemable from Hadya Ware|
|Crushbone orc||gained through playing Legends of Norrath "Doom of the Ancient Ones Campaign", activated by a Crushbone Contract|
|Drachnid||a reward from a Legends of Norrath loot card, activated by a Contract of the Dark Arachnids, redeemable from Hadya Ware|
|Dragorn||a reward from a Legends of Norrath loot card, activated by a Dragon Contract, redeemable from Hadya Ware|
|Gargoyle||a reward from a Legends of Norrath loot card which was granted for participating in the August 2012 loot tournament, activated by a Gargoyle Contract|
|Gelidran||was obtained by pre-ordering the House of Thule Collector's Edition expansion, activated with a Discordant Contract, redeemable from Hadya Ware|
|Gingerbread Man||activated with a Confectionary Contract, available from the Loyalty vendors|
|Girplan||Obtained by ???|
|Gnome Pirate||a reward from a Legends of Norrath loot card, activated with a Gnome Pirate Contract, redeemable from Hadya Ware|
|Goblin||a reward from a Legends of Norrath loot card, activated with a Goblinoid Contract, redeemable from Hadya Ware|
|Hadal||a reward for the Veil of Alaris Beta, activated with a Contract of the Deeps, redeemable from Hadya Ware|
|Ikaav||was obtained by pre-ordering the House of Thule Collector's Edition expansion, activated with a Discordant Contract, redeemable from Hadya Ware|
|Lizardman||obtained by ordering The Darkened Sea expansion, activated with a Contract of the Lizardman, can be claimed 999 times, redeemable from Iauld Atiqa in the Plane of Knowledge|
|Marionette||a reward from FanFaire 2011, activated with a Marionette Strings|
|Minotaur||a reward for the Seeds of Destruction Beta, purchased through Facesmasher Brog|
|Nihil||a reward from a Legends of Norrath loot card, activated by a Nihil Contract|
|Rallosian orc||a reward claimed by collecting three specific loot cards from Legends of Norrath—see this quest entry, activated with a Rallosian Orc Contract|
|Sarnak||obtained by ???|
|Scarecrow||obtained from the quest Halloween: The Hunt for Tattooed Flesh, activated with a Frightening Writ, redeemable from a frigtening liaison in PoK|
|Scrykin||a reward from a Legends of Norrath loot card, activated with a Mystical Contract|
|Shissar||a reward from a Legends of Norrath loot card from the Fall of the Estarim set, activated with a Shissar Contract|
|Siren||a reward for the Seeds of Destruction Beta, purchased through Facesmasher Brog|
|Swinetor||a reward for purchasing the Veil of Alaris Collector's Edition, activated with a Swinetor Contract|
|Underfoot Raging||a reward from a Legends of Norrath loot card (?), activated by a Underfoot Raging Mercenary Writ|
|Werewolf||a reward from a Legends of Norrath loot card, activated with a Werewolf Contract|
|Zombie||a reward from a Legends of Norrath loot card, activated with a Rotting Contract, redeemable from Hadya Ware|